X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;ds=sidebyside;f=src%2Ffreeglut_window.c;h=f1438bfa204c89daeeabe6f56a844dc09a190c74;hb=1b9a554a58e5595d9512540df60a3d681dc784a9;hp=181c58d981e883c2e3d90f14077dabda02e3e6e0;hpb=45260a6156a412f1938a5cca08d66b9841dab6f7;p=freeglut diff --git a/src/freeglut_window.c b/src/freeglut_window.c index 181c58d..f1438bf 100644 --- a/src/freeglut_window.c +++ b/src/freeglut_window.c @@ -49,7 +49,7 @@ static wchar_t* fghWstrFromStr(const char* str) /* * TODO BEFORE THE STABLE RELEASE: * - * fgChooseVisual() -- OK, but what about glutInitDisplayString()? + * fgChooseFBConfig() -- OK, but what about glutInitDisplayString()? * fgSetupPixelFormat -- ignores the display mode settings * fgOpenWindow() -- check the Win32 version, -iconic handling! * fgCloseWindow() -- check the Win32 version @@ -76,10 +76,8 @@ static wchar_t* fghWstrFromStr(const char* str) */ #if TARGET_HOST_POSIX_X11 -XVisualInfo* fgChooseVisual( void ) +GLXFBConfig* fgChooseFBConfig( void ) { -#define BUFFER_SIZES 6 - int bufferSize[BUFFER_SIZES] = { 16, 12, 8, 4, 2, 1 }; GLboolean wantIndexedMode = GL_FALSE; int attributes[ 32 ]; int where = 0; @@ -95,11 +93,13 @@ XVisualInfo* fgChooseVisual( void ) if( fgState.DisplayMode & GLUT_INDEX ) { ATTRIB_VAL( GLX_BUFFER_SIZE, 8 ); + /* Buffer size is selected later. */ + + ATTRIB_VAL( GLX_RENDER_TYPE, GLX_COLOR_INDEX_BIT ); wantIndexedMode = GL_TRUE; } else { - ATTRIB( GLX_RGBA ); ATTRIB_VAL( GLX_RED_SIZE, 1 ); ATTRIB_VAL( GLX_GREEN_SIZE, 1 ); ATTRIB_VAL( GLX_BLUE_SIZE, 1 ); @@ -108,10 +108,10 @@ XVisualInfo* fgChooseVisual( void ) } if( fgState.DisplayMode & GLUT_DOUBLE ) - ATTRIB( GLX_DOUBLEBUFFER ); + ATTRIB_VAL( GLX_DOUBLEBUFFER, True ); if( fgState.DisplayMode & GLUT_STEREO ) - ATTRIB( GLX_STEREO ); + ATTRIB_VAL( GLX_STEREO, True ); if( fgState.DisplayMode & GLUT_DEPTH ) ATTRIB_VAL( GLX_DEPTH_SIZE, 1 ); @@ -137,34 +137,116 @@ XVisualInfo* fgChooseVisual( void ) if( fgState.DisplayMode & GLUT_AUX4 ) ATTRIB_VAL( GLX_AUX_BUFFERS, 4 ); if ( fgState.DisplayMode & GLUT_MULTISAMPLE ) - ATTRIB_VAL( GLX_SAMPLES_SGIS, 4 ); + { + ATTRIB_VAL( GLX_SAMPLE_BUFFERS, 1 ); + } /* Push a null at the end of the list */ ATTRIB( None ); - if( ! wantIndexedMode ) - return glXChooseVisual( fgDisplay.Display, fgDisplay.Screen, - attributes ); - else { - XVisualInfo* visualInfo; - int i; + GLXFBConfig * fbconfigArray; /* Array of FBConfigs */ + GLXFBConfig * fbconfig; /* The FBConfig we want */ + int fbconfigArraySize; /* Number of FBConfigs in the array */ - /* - * In indexed mode, we need to check how many bits of depth can we - * achieve. We do this by trying each possibility from the list - * given in the {bufferSize} array. If we match, we return to caller. - */ - for( i=0; i bufferSizeMin) + { + /* + * Free and reallocate fbconfigArray, keeping only FBConfigs + * with the largest buffer size. + */ + XFree(fbconfigArray); + + /* Add buffer size token at the end of the list. */ + where--; + ATTRIB_VAL( GLX_BUFFER_SIZE, bufferSizeMax ); + ATTRIB( None ); + + fbconfigArray = glXChooseFBConfig( fgDisplay.Display, + fgDisplay.Screen, + attributes, + &fbconfigArraySize ); + } + } + + /* + * We now have an array of FBConfigs, the first one being the "best" + * one. So we should return only this FBConfig: + * + * int fbconfigXID; + * + * - pick the XID of the FBConfig we want + * result = glXGetFBConfigAttrib( fgDisplay.Display, + * fbconfigArray[0], + * GLX_FBCONFIG_ID, + * &fbconfigXID ); + * + * - free the array + * XFree(fbconfigArray); + * + * - reset "attributes" with the XID + * where = 0; + * ATTRIB_VAL( GLX_FBCONFIG_ID, fbconfigXID ); + * ATTRIB( None ); + * + * - get our FBConfig only + * fbconfig = glXChooseFBConfig( fgDisplay.Display, + * fgDisplay.Screen, + * attributes, + * &fbconfigArraySize ); + * + * However, for some configurations (for instance multisampling with + * Mesa 6.5.2 and ATI drivers), this does not work: + * glXChooseFBConfig returns NULL, whereas fbconfigXID is a valid + * XID. Further investigation is needed. + * + * So, for now, we return the whole array of FBConfigs. This should + * not produce any side effects elsewhere. + */ + fbconfig = fbconfigArray; + } + else { - attributes[ 1 ] = bufferSize[ i ]; - visualInfo = glXChooseVisual( fgDisplay.Display, fgDisplay.Screen, - attributes ); - if( visualInfo != NULL ) - return visualInfo; + fbconfig = NULL; } - return NULL; + + return fbconfig; } } #endif @@ -372,9 +454,10 @@ void fgSetWindow ( SFG_Window *window ) { #if TARGET_HOST_POSIX_X11 if ( window ) - glXMakeCurrent( + glXMakeContextCurrent( fgDisplay.Display, window->Window.Handle, + window->Window.Handle, window->Window.Context ); #elif TARGET_HOST_MS_WINDOWS @@ -405,46 +488,52 @@ void fgOpenWindow( SFG_Window* window, const char* title, GLboolean gameMode, GLboolean isSubWindow ) { #if TARGET_HOST_POSIX_X11 + XVisualInfo * visualInfo; XSetWindowAttributes winAttr; XTextProperty textProperty; XSizeHints sizeHints; XWMHints wmHints; unsigned long mask; + int renderType; /* GLX_RGBA_TYPE or GLX_COLOR_INDEX_TYPE */ unsigned int current_DisplayMode = fgState.DisplayMode ; /* Save the display mode if we are creating a menu window */ if( window->IsMenu && ( ! fgStructure.MenuContext ) ) fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB ; - window->Window.VisualInfo = fgChooseVisual( ); + window->Window.FBConfig = fgChooseFBConfig( ); if( window->IsMenu && ( ! fgStructure.MenuContext ) ) fgState.DisplayMode = current_DisplayMode ; - if( ! window->Window.VisualInfo ) + if( ! window->Window.FBConfig ) { /* - * The "fgChooseVisual" returned a null meaning that the visual + * The "fgChooseFBConfig" returned a null meaning that the visual * context is not available. * Try a couple of variations to see if they will work. */ if( !( fgState.DisplayMode & GLUT_DOUBLE ) ) { fgState.DisplayMode |= GLUT_DOUBLE ; - window->Window.VisualInfo = fgChooseVisual( ); + window->Window.FBConfig = fgChooseFBConfig( ); fgState.DisplayMode &= ~GLUT_DOUBLE; } if( fgState.DisplayMode & GLUT_MULTISAMPLE ) { fgState.DisplayMode &= ~GLUT_MULTISAMPLE ; - window->Window.VisualInfo = fgChooseVisual( ); + window->Window.FBConfig = fgChooseFBConfig( ); fgState.DisplayMode |= GLUT_MULTISAMPLE; } } - FREEGLUT_INTERNAL_ERROR_EXIT( window->Window.VisualInfo != NULL, - "Visual with necessary capabilities not found", "fgOpenWindow" ); + FREEGLUT_INTERNAL_ERROR_EXIT( window->Window.FBConfig != NULL, + "FBConfig with necessary capabilities not found", "fgOpenWindow" ); + + /* Get the X visual. */ + visualInfo = glXGetVisualFromFBConfig( fgDisplay.Display, + *(window->Window.FBConfig) ); /* * XXX HINT: the masks should be updated when adding/removing callbacks. @@ -467,7 +556,7 @@ void fgOpenWindow( SFG_Window* window, const char* title, winAttr.colormap = XCreateColormap( fgDisplay.Display, fgDisplay.RootWindow, - window->Window.VisualInfo->visual, AllocNone + visualInfo->visual, AllocNone ); mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask; @@ -488,8 +577,8 @@ void fgOpenWindow( SFG_Window* window, const char* title, window->Parent == NULL ? fgDisplay.RootWindow : window->Parent->Window.Handle, x, y, w, h, 0, - window->Window.VisualInfo->depth, InputOutput, - window->Window.VisualInfo->visual, mask, + visualInfo->depth, InputOutput, + visualInfo->visual, mask, &winAttr ); @@ -497,6 +586,22 @@ void fgOpenWindow( SFG_Window* window, const char* title, * The GLX context creation, possibly trying the direct context rendering * or else use the current context if the user has so specified */ + + /* Set renderType. */ + if( window->IsMenu && ( ! fgStructure.MenuContext ) ) + { + /* Display mode has been set to GLUT_RGB. */ + renderType = GLX_RGBA_TYPE; + } + else if (fgState.DisplayMode & GLUT_INDEX) + { + renderType = GLX_COLOR_INDEX_TYPE; + } + else + { + renderType = GLX_RGBA_TYPE; + } + if( window->IsMenu ) { /* @@ -507,16 +612,15 @@ void fgOpenWindow( SFG_Window* window, const char* title, { fgStructure.MenuContext = (SFG_MenuContext *)malloc( sizeof(SFG_MenuContext) ); - fgStructure.MenuContext->MVisualInfo = window->Window.VisualInfo; - fgStructure.MenuContext->MContext = glXCreateContext( - fgDisplay.Display, fgStructure.MenuContext->MVisualInfo, + fgStructure.MenuContext->Context = glXCreateNewContext( + fgDisplay.Display, *(window->Window.FBConfig), renderType, NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT ) ); } /* window->Window.Context = fgStructure.MenuContext->MContext; */ window->Window.Context = glXCreateContext( - fgDisplay.Display, window->Window.VisualInfo, + fgDisplay.Display, window->Window.FBConfig, renderType, NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT ) ); } @@ -525,14 +629,14 @@ void fgOpenWindow( SFG_Window* window, const char* title, window->Window.Context = glXGetCurrentContext( ); if( ! window->Window.Context ) - window->Window.Context = glXCreateContext( - fgDisplay.Display, window->Window.VisualInfo, + window->Window.Context = glXCreateNewContext( + fgDisplay.Display, window->Window.FBConfig, renderType, NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT ) ); } else - window->Window.Context = glXCreateContext( - fgDisplay.Display, window->Window.VisualInfo, + window->Window.Context = glXCreateNewContext( + fgDisplay.Display, window->Window.FBConfig, renderType, NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT ) ); @@ -594,14 +698,17 @@ void fgOpenWindow( SFG_Window* window, const char* title, XSetWMProtocols( fgDisplay.Display, window->Window.Handle, &fgDisplay.DeleteWindow, 1 ); - glXMakeCurrent( + glXMakeContextCurrent( fgDisplay.Display, window->Window.Handle, + window->Window.Handle, window->Window.Context ); XMapWindow( fgDisplay.Display, window->Window.Handle ); + XFree(visualInfo); + #elif TARGET_HOST_MS_WINDOWS WNDCLASS wc;